/* $Id$ */ /** @file vehicle.cpp Base implementations of all vehicles. */ #include "stdafx.h" #include "openttd.h" #include "vehicle_type.h" #include "vehicle_func.h" #include "vehicle_base.h" #include "vehicle_gui.h" #include "core/alloc_func.hpp" #include "train.h" #include "vehiclelist.h" /** * Generate a list of vehicles inside a depot. * @param type Type of vehicle * @param tile The tile the depot is located on * @param engines Pointer to list to add vehicles to * @param wagons Pointer to list to add wagons to (can be NULL) */ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons) { engines->Clear(); if (wagons != NULL && wagons != engines) wagons->Clear(); const Vehicle *v; FOR_ALL_VEHICLES(v) { /* General tests for all vehicle types */ if (v->type != type) continue; if (v->tile != tile) continue; switch (type) { case VEH_TRAIN: if (v->u.rail.track != TRACK_BIT_DEPOT) continue; if (wagons != NULL && IsFreeWagon(v)) { *wagons->Append() = v; continue; } break; default: if (!v->IsInDepot()) continue; break; } if (!v->IsPrimaryVehicle()) continue; *engines->Append() = v; } /* Ensure the lists are not wasting too much space. If the lists are fresh * (i.e. built within a command) then this will actually do nothing. */ engines->Compact(); if (wagons != NULL && wagons != engines) wagons->Compact(); } /** * Generate a list of vehicles based on window type. * @param list Pointer to list to add vehicles to * @param type Type of vehicle * @param owner Player to generate list for * @param index This parameter has different meanings depending on window_type * <ul> * <li>VLW_STATION_LIST: index of station to generate a list for</li> * <li>VLW_SHARED_ORDERS: index of order to generate a list for<li> * <li>VLW_STANDARD: not used<li> * <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li> * <li>VLW_GROUP_LIST: index of group to generate a list for</li> * </ul> * @param window_type The type of window the list is for, using the VLW_ flags in vehicle_gui.h */ void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type) { list->Clear(); const Vehicle *v; switch (window_type) { case VLW_STATION_LIST: FOR_ALL_VEHICLES(v) { if (v->type == type && v->IsPrimaryVehicle()) { const Order *order; FOR_VEHICLE_ORDERS(v, order) { if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == index) { *list->Append() = v; break; } } } } break; case VLW_SHARED_ORDERS: FOR_ALL_VEHICLES(v) { /* Find a vehicle with the order in question */ if (v->orders != NULL && v->orders->index == index) { /* Add all vehicles from this vehicle's shared order list */ for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) { *list->Append() = v; } break; } } break; case VLW_STANDARD: FOR_ALL_VEHICLES(v) { if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) { *list->Append() = v; } } break; case VLW_DEPOT_LIST: FOR_ALL_VEHICLES(v) { if (v->type == type && v->IsPrimaryVehicle()) { const Order *order; FOR_VEHICLE_ORDERS(v, order) { if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == index) { *list->Append() = v; break; } } } } break; case VLW_GROUP_LIST: FOR_ALL_VEHICLES(v) { if (v->type == type && v->IsPrimaryVehicle() && v->owner == owner && v->group_id == index) { *list->Append() = v; } } break; default: NOT_REACHED(); break; } list->Compact(); }